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chris balden
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How do you go about doing a game.

Got a couple of ideas that I wish to try out
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Jonathan Warren
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It depends on what you have got to start with. What are your ideas? Have you got ideas for a theme? Do you have ideas regarding mechanics? Is the game going to be a board game or card game, or something else? Can you playtest your ideas in your mind?

Don't worry about posting your thoughts here, that is what this forum is all about. Others will encourage you and assist you in working out suitable mechanics, etc. If your ideas have flaws, they will be pointed out to you.

Let us know a bit more.
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Lars Laurent
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My process goes typically like this:

1) Inspiration. Might be anything from single sentence, picture to mood caused by music.
2) Flesh out the inspiration. This involves analysing the inspiration. Is there anything that would be catching in a game?
3) What kind of game this would be? Rough ideas about possible actions and interactions in the game.
4) Try to transform all the previous to some kind of ruleset.
5) Prototype
6) Playtest

In all of the stages above I try to keep in mind the original feeling I'm trying to transmit in the game. In some cases it's just something too vague to really build a game upon. Sometimes the idea just don't transfer to a game well enough.

Typically there is plenty of culling between the steps i.e. most of the inspirations never get fleshed out, and very few end up in the prototyping stage.

Never be afraid to scrap the idea if you have to do too many compromises to your original vision. You might salvage what the idea has become as a different game but try to realise that.

Anyways. All of us have plenty of ideas but what really counts if you want to see your game in the final stages is just perseverence and lots and lots of work.

Good luck.
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chris balden
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Can play test in my mind.
Have got the idea on paper, prototype map , the regiments involved,it will be card driven rules are half done , a lot of the work has been done.

It is a 2nd w.w. scene. what more can I say.
 
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Carc >> BSG
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burnel wrote:
Can play test in my mind.


QFP
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Just call me Erik
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burnel wrote:
Can play test in my mind.


No, you can't. Trust me on this one. Every proto I make I "playtest in my mind" and almost always the real playtests go differently.

The important thing really is to figure out not what mechanics to include, but what you want the game to be like, and work backwards from there.

That, and playtest playtest playtest.
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Kai Jensen
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If you get stuck, get help. Brainstorming sessions with a couple of gaming buddies are a wonderful way to get ideas flowing, sometimes in directions you would not have gone if you tried it alone. Most ideas (about 99% of them) will get thrown out as they will not fix your problem, but some of the ones that don't work by themselves may lead you to the ones that do.

And then what unixrevolution said: "playtest,playtest,playtest."
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chris balden
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Is their away to protect your idea at the start so nobody can steal it from you.
 
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Philip Migas
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I would recommend reading these links:

Designer Board Game Basics: http://www.amherstlodge.com/games/reference/gameinvented.htm
Game Design Concepts: Online design course: http://gamedesignconcepts.wordpress.com/
How to Prototype a Game in Under 7 Days: http://www.gamasutra.com/features/20051026/gabler_01.shtml
Copyright Info for designers: http://gamedesignconcepts.pbworks.com/Legal-Issues-for-Game-...
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Carc >> BSG
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unixrevolution wrote:
burnel wrote:
Can play test in my mind.


No, you can't. Trust me on this one. Every proto I make I "playtest in my mind" and almost always the real playtests go differently.



I tried to think of a polite way to respond, but couldn't. I'm glad you did. I simply resorted to Quoting For Posterity.
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Just call me Erik
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ejcarter wrote:
unixrevolution wrote:
burnel wrote:
Can play test in my mind.


No, you can't. Trust me on this one. Every proto I make I "playtest in my mind" and almost always the real playtests go differently.



I tried to think of a polite way to respond, but couldn't. I'm glad you did. I simply resorted to Quoting For Posterity.


The truth is, Playtesting is the one thing I fervently believe will produce a good game above all else. There are some games that played just fine in my head, but were completely broken as a real game. Only playtesting solved the issue.
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chris balden
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Thank you very much guys.
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Travis Worthington
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2010 Releases ........................................ The Resistance, Haggis & Triumvirate ..................................... Now accepting submissions for 2011 releases ........................................ www.IndieBoardsandCards.com
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burnel wrote:
Thank you very much guys.


The fact that you appear willing to listen means you are miles ahead already. Designing a game is hard work no matter how you do it, but its even harder if you think you have all the answers already.

Don't worry too much about writing rules - just play it, solo first until you get all the bugs out and catch the obvious errors, then with friends and finally with people you don't know that learn the game compltely from the rules without you there.

Keep iterating till it works and is fun. But don't be afraid to abandon ship and try something else. You can always go back later and revive it.
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Steven Metzger
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T Worthington wrote:
burnel wrote:
Thank you very much guys.


The fact that you appear willing to listen means you are miles ahead already. Designing a game is hard work no matter how you do it, but its even harder if you think you have all the answers already.

Don't worry too much about writing rules - just play it, solo first until you get all the bugs out and catch the obvious errors, then with friends and finally with people you don't know that learn the game compltely from the rules without you there.

Keep iterating till it works and is fun. But don't be afraid to abandon ship and try something else. You can always go back later and revive it.
This is advice I should have followed 4 weeks ago probably.

BTW, Travis suggested that my "next step" is a solo playtest - I really had not thought of doing that with Segundai and now it should have been the first thing I did (I've done it before with my other games), and to call it a next step shows you that I messed up quite a bit.
 
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chris balden
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Regarding Copy write law ,

If I had developed an idea and written it down for a game ,does this mean that a third party can not use it with out your permission.Even though at the outset you were working together.

For example in a card driven game if you had done work on cards that described an event they could not be used by someone else in a diffrent game.
 
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Jack Neal
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T Worthington wrote:

Keep iterating till it works and is fun. But don't be afraid to abandon ship and try something else. You can always go back later and revive it.


Boy ain't that the truth. I think I have about eight or nine designs I have spent considerable time with, probably two to three weeks a piece. Of those, maybe two or three have been viable games. I'm not even talking "fun" games. I'm talking viable because they still are missing an ingredient from making them live up to your initial excitement.

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Jack Neal
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burnel wrote:
Regarding Copy write law ,

If I had developed an idea and written it down for a game ,does this mean that a third party can not use it with out your permission.Even though at the outset you were working together.

For example in a card driven game if you had done work on cards that described an event they could not be used by someone else in a diffrent game.


Board games are one of the more lenient pieces of intellectual property out there. If you don't want to lose your idea, don't let it loose unless you are sure what you have is unique and well developed.

The approach that I'm seeing (and taking) is creating a game, not creating a game page and hyping it up. I went out and found some playtesters arming them only with a theme and a flavor for what my game is like based on others they may know. Then I ask for shipping addresses (domestic and otherwise) and ship out prototypes. From there, I get responses and from there I decide if it is still worth pestering a publisher. If a publisher doesn't want it, I self-publish it if I'm up for it. If I'm not up for it, it's print-and-play and everyone wins anyways.

For me, hype comes later. Much later. Bindle Rails was an exception because it was by and large a community effort and I had no intention of taking it to a publisher. Because of that, it was hyped as much as I could here.

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